Commit Graph

21 Commits

Author SHA1 Message Date
Matthias Clasen
9174814686 ngl: Allow specifying texture formats
Allow passing a format when creating textures or render targets.

Update all callers to pass GL_RGBA8, which is the format we
have always used so far.
2021-10-06 21:35:25 -04:00
Benjamin Otte
8950c0dc96 texture: Make format a property of GdkTexture
For MemoryTexture, this is a simple change.

For GLTexture, we need to query the format at texture creation. This
sounds like a bad idea and extra work until one realizes that we'd
need to do that anyway when using the texure the first time - either
when downloading, or when trying to use it in a rendernode, where we
will soon need that information to determine if the texture prefers high
depth.
2021-10-07 02:41:30 +02:00
Benjamin Otte
48781cf7f7 memorytexture: Split out GdkMemoryFormat handling
Also, now make gdk_memory_convert() the only conversion functions
and allow conversions between any 2 formats by going via a float[4].

This could be optimized via fast-paths, but so far it isn't.
2021-10-06 22:50:07 +02:00
Matthias Clasen
eb23e23b03 ngl: Avoid cairo_to_png in debug output
Just use a GL texture and gdk_texture_save_to_png,
it was made for this.
2021-09-15 21:18:34 -04:00
Matthias Clasen
7bdda15b86 Cosmetics
Fix a comment typo.
2021-07-22 17:03:08 -04:00
Matthias Clasen
9ea162034a gsk: Use the right limit for batch size
We use 16 bits, so G_MAXINT16 is one bit short.
Just make it explicit as 0xffff.
2021-06-29 15:21:45 -04:00
Matthias Clasen
bd5e5beee0 gsk: Don't overflow vbo_count
We use 16 bits to store vbo_count, so we can't create
batches that have more than 65535 vertices. Pay attention
to that limit when merging batches.
2021-06-28 15:00:41 -04:00
Matthias Clasen
7a493f151d Revert "gsk: Respect max element vertices limitation"
This reverts commit f58fc6b22e.
2021-06-28 14:50:58 -04:00
Matthias Clasen
f58fc6b22e gsk: Respect max element vertices limitation
We are pretty good at batching commands now, and we can easily
produce batches that exceed the maximum number of elements per
draw call that the hw can handle. Query that number, and respect
it when merging batches.

This fixes the rendering of the overview map in GtkSourceView.
2021-06-18 06:50:59 -07:00
Matthias Clasen
2d266d107b gsk: Clean up docs syntax
Replace leftover gtk-doc syntax (#Type) with backquotes.
2021-05-22 17:25:26 -04:00
Matthias Clasen
bfe4aea981 ngl: Add a program change counter
Count how often we change programs during a frame.
2021-04-09 00:52:18 -04:00
Matthias Clasen
e7963945bb ngl: Fix an oversight
All the rest of debug spew goes to stderr here.
2021-04-08 23:34:37 -04:00
Matthias Clasen
8b1fcb58e8 ngl: Use fp16 for colors
This reduces the size of our Vertex struct from
48 to 32 bytes. It would be nicer if we could store
the colors in fp16 format in the rendernodes, and
avoid conversion here. But this is still good.
2021-04-07 21:30:43 -04:00
Christian Hergert
f8a6a09896 ngl: move uniform key mapping into uniform state
Previously, we translated the uniform key (an enum) into a location within
the shader program in GskNglProgram. A number of performance improvements
were focused around having low nubers for the uniform locations. Generally
this is the case, but some drivers such as old Intel drivers on Windows
may use rather large numbers for those.

To combat this, we can push the translation of uniform keys into locations
at the GskNglUniformState level so that we work with unranslated keys
through the process until applying them.

Fixes #3780
2021-03-23 13:44:26 -07:00
Matthias Clasen
2e69273922 ngl: Remove an unused field
We are ignoring the debug nodes, so the
debug_groups string chunk is unused.
2021-03-21 16:05:10 -04:00
Matthias Clasen
28de2eecc9 ngl: Special-case css backgrounds
Recognize a common pattern: A rounded clip with
a color node, followed by a border node, with the
same outline. This is what CSS backgrounds frequently
produce, and we can render it more efficiently with
a combined shader.
2021-03-14 16:49:31 -04:00
Matthias Clasen
42dfc21b2d ngl: Fix up some debug printouts 2021-03-12 18:26:15 -05:00
Matthias Clasen
daed57c30e Merge branch 'wip/chergert/fewer-uniforms' into 'master'
ngl: apply fewer uniforms

See merge request GNOME/gtk!3289
2021-03-12 22:55:00 +00:00
Christian Hergert
0b7d8e19c3 ngl: add front cache to reduce uniform changes
Since we make full snapshots when recording uniform state of batches, we
need to perform some deduplication to avoid so many repeated uniform calls.

This uses a closed hashtable to determine if we are likely changing the
value to something new.

This does not currently compare values, it instead only compares that we
are going to point at a new offset into the uniform buffer. We could go
further if we compare upon updating values (we did that early on in the
prototype) so that offsets are less likely to be changed.
2021-03-12 11:22:59 -08:00
Matthias Clasen
06d5c8e72d ngl: Set color as vertex attribute
Instead of using uniforms for color used in multiple
programs, pass it as vertex attributes. This will let
us batch more draw calls, since we don't have to change
uniforms so often. In particular, for syntax-highlighted
text.
2021-03-12 13:18:47 -05:00
Christian Hergert
2a38cecd33 gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.

Reordering

This renderer will reorder batches by render target to reduce the number
of times render targets are changed.

In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.

Uniform Snapshots

To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.

Some care was taken as it can be performance sensitive.

Attachment Snapshots

Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.

Render Jobs

To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.

Command Queue

Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.

Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.

This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.

GLSL Programs

This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.

Driver

The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.

Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2021-02-23 14:41:52 -08:00